In ages long past, the Master taught you the dark secrets of

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In ages long past, the Master taught you the dark secrets of undeath. You could no longer perish, and as long as you had fresh body parts available, neither could your loyal servants who were coincidentally made somewhat more loyal by the zombification process. But now the Master has fallen!...again. And this time those vile heathens have taken the inconvenient extra precautions of separating and inhuming some integral pieces of his unliving remains. a game for 2 to 4 players playable in 30 to 55 minutes Designer Andy Van Zandt Editor Matthew Vercant Artwork & Tile/Board Design Chuck Whelon Logo, Box, & Manual Design Clay Gardner In these dire times, one has to look after his own, and you re a necromancer who is more dangerous than most; you re a necromancer with a business plan. Your zombies will dig up graves and loot valuables, and while they re at it, they ll grab fresh body parts so you can make more zombies to dig up more graves. Sounds good, right? Unfortunately, it s so good that other necromancers are after the same cemeteries you are! 2 Components: 1 Graveyard Board 4 Player Boards 1 Start Player Marker 50 Red Corpse Piece Tiles (3 types): Normal Zombie Fights Back Remnants of the Master 47 Treasure Tiles (2 types): Normal Equipment 40 Player-Colored Zombie Tokens 10 each of 4 different colors 68 Player-Colored Corpse Pieces Tiles 17 each of 4 different colors Setup: 1 Place the Graveyard Board in easy reach of all players. 2 Hand out the player boards randomly. 3 Give the Start Player Marker to whoever visited a haunted house most recently. 4 Shuffle the all the red Corpse Piece and Treasure tiles together. Place them in a face down pile near the Graveyard Board. 5 Give each player the colored Corpse Piece tiles matching their player board. Players separate them by name. Next, they shuffle each group into a facedown pile. Finally, players place each pile of tiles on their player board, on the head stone with the matching name. FOR EXAMPLE: All the purple corpse pieces labeled Emile should be shuffled face down and placed in a pile on the purple player s Emile Headstone. This represents his constructed zombie, named Emile. 6 Give each player the zombie tokens matching their player board color. Each player should separate out the ones marked with the names of the 3 zombies they just constructed and place them next to their player board. These are the zombies that player starts with. Place the rest of their zombies in their necromancer space to show they re not usable yet.

Game Play: There are typically 6 rounds in the game. Each round is divided into 4 steps, during which you assign zombies to perform tasks like fight, steal, or dig up graves. The goal is to have the highest point value in treasure and unused body parts, or to resurrect the Master. There is a quick round outline on the Graveyard board for reference. The steps in each round are: 1: Reset the Graveyard Randomly distribute 16 tiles from the pile next to the board, face-up onto the 16 square spaces in the graveyard. 2: Place Zombies Players use zombies to bid on various rows and plots of the graveyard. These zombies exert influence, measured in brains, depending on where they are placed. At the end of the round, the player with the most total influence in a particular square gets to dig up what s there. Each player, beginning with the player who currently has the Start Player Marker and proceeding clockwise around the table, takes turns placing a single zombie marker brain-side down from beside their board onto any action space. Action spaces are located on the main board, as well as the Mausoleum, the Start Player marker, and each player s board, and they come in several varieties. Types of Action Spaces Dig this Row : These squares are located on the graveyard board, bordering the Graveyard. Grave Space You may place a zombie on any single square inside the Graveyard. If you do, it exerts its influence on only that square. Steal : Located on each player s board, placing a zombie here lets you steal one random piece from another player s vault or lab. Start Player Marker : Placing a zombie here allows you to move the Start Player Marker to any player and look at someone else s hidden zombie. PLEASE NOTE: Whenever a player places a zombie on the Start Player Marker, they immediately choose any 1 zombie that was placed earlier that turn by any player and secretly look at the side showing its Brainpower. This is a bonus you get for having placed a zombie on the Start Player Marker. Since you can be removed from the Start Player Marker if you are attacked, it is possible for this bonus to be applied several times in one Place Zombies step. Attacker These squares are located in the Mausoleum and allow you to attack zombies on other action spaces (see Fights ). 3

4 Law of Necromancy Only one zombie may be placed on a particular action space. Players continue these steps until all their usable zombies have been placed. IMPORTANT! Most actions do not resolve until all zombies are placed. The only exceptions, which occur immediately upon placement, are fights, triggered effects during fights, and looking at someone else s zombie token. The Mausoleum is the only place that does not have a limit on the available spaces in it. If you run out of spots, just continue placing them in a line extending from it. Fights To start a fight with any zombie that has already been placed this turn, put one of your zombies brain side up in one of the Attacker spaces of the Mausoleum. Immediately indicate the zombie you wish to attack and turn it Brain side up as well.! The owner of that zombie (the defender) turns over a tile from the top of the pile on the corresponding headstone. This tile is placed onto that headstone s shadow space.! The total of the numbers shown on all pieces in the headstone s shadow is the total damage the zombie has taken. Damage is permanent.! If the piece that was turned over is a Normal Corpse piece, the defender is placed in the Removed Defender space next to the attacker in the mausoleum. The fight is over.! If it is a Zombie Fights Back! corpse piece, the attacker must flip the top tile in his zombie s head stone space face up onto the headstone shadow. If this is a normal corpse piece, the fight is over. If the attacker flips up a Zombie Fights Back! corpse piece as well, repeat this process until someone flips up a normal corpse piece.! If a light grey equipment piece is flipped up, follow the instructions on the piece and then remove it from the game by placing it back in the game box. In this case, the fight ends immediately unless the tile revealed was the Sword.! As long as the defender was not the last zombie damaged, it may retain its spot. If it is your turn to place a zombie, and you have no usable zombies remaining, you are skipped. Once all zombies have been placed, move on to the Resolve Zombie Actions step. 3: Resolve Zombie Actions Once all zombies are placed, flip them all Brain-side up. Zombies that are on action spaces resolve what they re doing in the following order. Stealing Any zombie in the Steal space takes one random tile from those present in the corresponding laboratory or vault. To do this, temporarily turn over all the tiles in the players lab or vault and shuffle them together. Then select one at random. All thefts happen simultaneously, so if one player steals an item, it won t be available for theft by someone else until the next turn. After all steal spaces have been resolved, place any corpse pieces that you steal in your laboratory. Place any stolen treasure in your vault. Digging up the Graves! If there are zombies on the Dig this row spaces, each one exerts an amount of digging effort equal to its Brainpower on every square in that row. A zom bie s brainpower is equal to the number of brains shown on the zombie marker.! If there are zombies on specific Graveyard squares, they exert an amount of effort digging equal to one more Brainpower than they have showing. However, they only exert that effort on the square they occupy.! For example, if a zombie is showing 2 Brains but is directly on a graveyard space, they are exerting 3 Brains worth of effort on only that space.

Evaluating Digging Power Evaluate each square in the graveyard, one after the other. Whichever player has exerted the most total Brainpower on a square wins the tile on it. If two or more players are tied, the one whose relevant zombies have the most Bones showing wins the tile. If they are still tied and one of the players has a zombie on the Start Player Marker, that player wins the tile. If this does not break the tie, the item is mixed back into the pile. Where to Put Your Findings Place any corpse pieces or Remnants of the Master that you win face up in your laboratory. Place any treasure that you win face up in your vault. Determine Next Starting Player If there is a zombie on the Start Player Marker, its owner may give the Start Player Marker to any player (including the current owner) he or she wishes. If there is not a zombie on the Start Player Marker, it passes to the next player on the left. Once all actions are resolved, players should retrieve their active zombies from the various boards and set them beside their board again. Example of Resolving Zombie Actions Let s just look at the treasure pieces: The 1 value treasure piece has 5 green Brains worth of effort exerted on it (from green s Shaun and Carrie zombies), and 5 purple Brains worth of effort exerted on it (from purple s Emile and Henri zombies). Since the Brainpower is tied in this case, we look at the Bones. Green has 4 Bones purple only has 2 Bones. Green wins the 1 value treasure. The 2 value treasure piece has 3 Brains from both sides, and 1 Bone from both sides. This is a tie, and the treasure is shuffled back in the pile. The 3 value treasure piece has 2 Brains from Shaun (green) working on it, and 5 Brains from purple working on it (2 from Emile, 2 from Pascale, and a bonus 1 from Pascale since it s directly on the space). Purple wins the piece. The 4 value treasure piece only has green working on it (Ash), so it goes to green. The 5 value piece is tied in Brain value from green s Shaun and purple s Emile. Green s Shaun has more Bones, so he wins the piece. The 6 value piece has no players working on it. This is a tie, so it is shuffled back in the pile. 5

6 4: Manage Your Zombies If any zombie on a player s mat has taken damage of a combined value equal to or greater than half of the space s printed number, that zombie has been dismembered. Remove all that zombie s corpse pieces from the headstone space and headstone shadow. Remove these pieces from the game by placing them in the game box. Finally, players return the zombie to the pile on their Necromancer space to show it is no longer usable. FOR EXAMPLE: If a zombie has a starting value of 6 in its headstone space, at the end of any turn in which it has 3 or more points worth of Corpse Pieces in the corresponding black shadow space, it becomes dismembered and must be removed. Building Zombies If you have enough corpse pieces in your laboratory, you may use them to build new zombies. To build a zombie, choose a headstone space on your board that is currently empty and take corpse pieces with numbers on them from your lab. These pieces must have a combined value equal to or greater than the number printed in the headstone. Shuffle those pieces face down and place them in a pile on the headstone space. Place the correspondingly named zombie token next to your player board to show that he may now be used during the Place Zombies step. Equipping Items In this phase you may take any piece of grey Equipment from your vault and place it face down on top of any existing zombie s headstone pile. Thus, the next time the zombie is damaged, the equipment will be the piece flipped over and its effect will trigger. These pieces are then removed from the game, and do not count toward a zombie s damage. However, since this equipment is not in your lab or vault, it does not count toward your score at the end of the game. Ending the Game: If, during the Reset Graveyard step, there are not enough pieces left to fill all 16 of the graveyard squares, the game ends immediately. If any player has all three Remnants of the Master in their laboratory when the game ends, that player resurrects the Master and wins the game. Otherwise, each player adds up the values printed on treasures in their vault and unused corpse pieces in their laboratory, and the highest total wins. Remnants of the Master have no point value. Ties If there is a tie, the player with the highest combined headstone value in currently active zombies wins. If that is also a tie, then the tied players go into business together and rejoice in their shared victory!

Et Cetera: 2 Player Rules! Players may not build new zombies on the first turn.! During step 3, if one player has a lower total head stone value of constructed zombies and there is no zombie on the Start Player Marker, the player with the lower value is considered to have a zombie on the marker. This means they win ties and choose the new start player.! You may only use the Mausoleum as many times as your opponent has zombies in attacker spaces, plus 1. This means that once you ve attacked once, you can t do it again until you are attacked. Token Clarifications Sword is treated just like a Zombie Fights Back! corpse piece, but is removed from the game after triggering. Shovel allows the owner of the zombie holding the shovel to select a square in the graveyard that doesn t have a zombie directly on it and take whatever item is there. Wand allows the owner of the zombie holding the wand to choose another zombie and shuffle the tiles in the chosen zombie s headstone shadow into the headstone pile. Telescope forces whichever player flipped the telescope over to immediately flip all their zombies Brain-side-up, and place all other zombies placed this round brain-sideup. Lower-Luck Variant Rules If you want there to be less luck in the game, you may play with all zombies revealed at all times. If you do this, the player who has a zombie on the Start Player Marker wins ties before bones are counted. Additionally, the Telescope triggering allows you to look at and choose which tile(s) you steal this turn. This variant generally doubles the time it takes to play the game. Thanks to our Playtesters! Herman Armstrong, Art Armstrong, Andrew Wolff, Jen Stankiewicz, Mark Dean, Jeremy Simmons, Chad Jones, Angie Riley, Eric Jome, Matthew Vercant, Andrew Tullsen s crew, John Stonebraker s crew, the Spielbany group, James Mathe s crew.

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